Re: Hyper Agility Powers...
I've got a lot of the stuff mentioned so far condensed down to 15" Flight, No Turn Mode (+1/4), No Noncombat Movement (-1/4), with a -0 special effect limitation (the effect being 'whatever combination of leaping, swinging, and wuxia-style wall running it takes to get there'.) Also, rather than the extra movement only for half moves, I've got a bunch of martial maneuvers with FMove; this, with the high base inches of movement but no noncombat multiple, represents a character able to dodge, weave and strike accurately while moving at a flat-out run.
Some more favorites:
Quicker Than the Eye: Invisibility to Sight, Instant (-1/2), Not vs Rapid Sight (-1/4)
This gives you the effect of invisiblity for the duration of your action, letting you strike so quickly the target can't defend, or move from one hiding space to another in the instant a guard turns his head or blinks.
Quick Wrap-Up: Entangle 3d6, 3 DEF; No Range (-1/2), Cannot Form Barriers (-1/4), OIF (appropriate materials of opportunity; -1/2)
Swiftly tangle up an opponent in whatever happens to be available (their cape is a good choice....)